what is anatomy editionprevious: >>639728Reminder!This thread is for comments and critique on anything you're working on. Completed projects should be posted in here as well.
Once more, a lil admin post to kickstart things.So, I previously talked about the 'lifespan' of these threads, and I've been keeping a close eye on this one. The posting curve for the last thread was quite interesting, I thought we were going to hit a 12-day if not shorter thread but things slowed down rapidly at the 200-post mark. They only kicked back into gear when the anatomy discussions started. Otherwise, we had a 15-day thread as per usual, image bump wasn't hit.>tfw consumed by anxiety and don't know how to put together a collageEnjoy the shitty thread picture once again. Will try better next time.
why half-assed op pic again
>>641712I'm sorry, Anon. I've failed you once again.
>>641711Thank you sir for taking care of us.
Is the pose here too stiff? I tried my best to make it look like the original.
Went back to this model from some times ago and gave him a properly detailed high poly.
Fucking 3D workflow is so slow, my ideas keep building up and I don't have time for everything. I get depressed every time I realize I spent hours texturing a random small prop in the scene and then it doesn't even look good. Just the thought of having to model so many unimportant props now just to fill up the scene makes me wanna cry. If I half ass all of them it will definitely show and then I can't do any close ups, but if I get all autistic on each one of them and spend a day per prop, it will take forever.Sometimes I envy 2D artists because of it baka desu sirtaki
>>641778I think his limbs should be a bit more cramped togheter, make left knee point more upwards for example
I'm teaching myself Zbrush what do you guys think?
>>641778his torso is too long compared to the artwork
>>641821>Sometimes I envy 2D artists because of itnow imagine redrawing everything for every different camera angle including those close up shots you mentioned.about your struggle thou, do you really need close up shots of everything? I hope you aren't going full autistic and using like 4k textures per prop.
>>641839needs 100% more dicks
>>641849>200% of 0 dicksThat's still 0 dicks, anon.
>>641860100% sure it need more dicks tho
>>641893You mean it needs dicks to counter balance the abundance of tits.
>>641894too much tits is gay as fucksome dicks are needed for balance, better if there are more dicks though
I'm working in an anime like character with huge milkers, what you guys think?
Started working on the hair.
>>641901Also, randomly tried to give her Boros' hair, and damn, if she doesn't looks like Kefla with it.
>>641900Fuck yeah. Nice ones.>>641901>>641902>>641903I love seeing your progress man.Just a male model. I didn't remesh so the ears stayed sucky. I need to practice ears.
>>641903It looks pretty nice, i'm kinda new in here, why are you doing so many OPM characters?
>>641900Fuckin' tight, my dude. I do think those nips are pointing a bit too high, though. Those that I see usually point more or less forward, but personal preferences. Also, that weird depression from breast leading to areola.>>641902>>641903No offense, I think you're doing great work, but you really can't just throw wrinkles around like that. They look really poor, especially across the breasts. There's just too many microwrinkles and they fold in a way that almost looks implausible. Maybe find some references? Or you could cloth sim it and resculpt it from there.
And some more. I think I will take each individual part of anatomy and try to deconstruct it and then do the ecorches as anons instructed.
Some more. This is actually just an oldie.
>>641900like Birdway models>>641903I see you have fun with your models, good.>>641924It's clear you spent more time on tits, get your priorities right.
>>641901youve been showing this for weeks. just make her fucking hair dude, you dont have to post a screenshot everytime you make a slight change
>>641936That’s the first screenshot I post that is actually about progress on her hair.
>>641924It has potential https://www.youtube.com/watch?v=c-3nOLTI26U
>>642001If you are for real, I was planning on putting up a youtube channel just doing different faces and to sort of track my progress. Sort of, getting good from being shite. Building skills and giving recommendations for other tuts and books and stuff. Would something like that be interesting?
>>6418393d print it and put it into a "modern art" museum.
>>642005>>642004yeah i like how you get the features so on point
>>642009Alright. I'll start some stuff. Glad you like them.
WIP. Still a long way to go.
>>642020Have you got one light source from the front? It looks a bit off. The light on the objects should be a little bit softer. Leave some hard shadows. With a picture like this, you need some dark areas. The wood beam should be darker.
>>642020>still plugging away at this dreary scene from months agoStop. You aren't growing as an artist.
>>642029I only just started working on it again a few days ago. Put it on pause for months while I worked on other stuff. I still haven't finished it and I learned a lot about texturing in the meantime so I'm redoing the materials and adding more props.>>642024The sun from the front is the only light source, yes. Not sure I'm completely following you, though, the wood beam is already very dark? There are plenty of dark areas. I probably misunderstood you. Maybe you're right about the shadow softness though, I'll experiment with it.
>>642030>>642029Btw, I'm just looking through my files to check the dates and I started and paused the project in May. I only worked on it for about 10 days half-time. How the time flies...
>>642030If the light is coming from the front, how come beams, only back of which we see, are as illuminated as planks on the floor that are illuminated directly by the source? Textures are nice though, could use a lot more lighting though, you won't get this gloomy feel and dark shadows on daylight, even if it is cloudy and the air has high humidity.
This took me about 15 mins no reference. Where do I go from here? Should I do more detail or just put on some skin. Engineers look smooth and plasticy. I'd really love to do a 3D print of this.
>>641901Done with the hair. With that, that makes the base modeling done. Still gonna have more work with the adapting the assets for the action poses.
>>642043Hmm, that's a good question, I'm not sure. Well, the faces that are facing the wall directly are darker, but the sides are maybe too illuminated considering that the light is angled and that side should be in shadow as well, I guess. I don't know what can cause this, I thought it should be physically correct when I bake the lighting, I didn't mess much with the settings. But the sun which shines from the left at a slight angle is definitely the only lighting source.Also, I'm not sure if it can be read from the screenshot, but there is a heavy rain in this scene, and I wanted to go with a rainy eve, with desaturated blueish tones and some fog. I really don't want it to look boring and I'm still afraid that it is, which makes me lose the motivation again. I like the desaturated tones, and I aim for realistic look, but a lot of people might not like the lack of color variations. I'm not sure if I'm going in the right direction.
>>642044Engineer from...? Forgive me, don't know what you're referencing, so it just looks like you made a guy with an extremely fucked neck.>>642048Man, you're just ignoring me, aren't ya. Fine, I'll point out proper: Sports bras don't wrinkle like that. They're made out of thick material. They're meant to compress breasts, so they rarely ever have excess material to wrinkle like that. Furthermore, such high density wrinkles only occur on thin fabrics, like silk and satin, and even then, they don't wrinkle so haphazardly.
>>642051Oh sorry, Prometheus. From the Alien movie - https://wwwDOTimdb.com/title/tt1446714/
>>642051No, I got you the first time. See it more as stylization, while I was experimenting different looks, thin wrinkles worked pretty well to me.
>>642053I get it, he seems not to. Although there are some bits that go over each other like they are fractured on the boobs.Hope my redline helps.
>>642054> stop making anime eyesWow, had a revelation, thank you so much.
>>642055keke. Just doing my part. Anyway, you made me interested in One Punch Man. Is it good? Do you suggest reading or anime?
>>642055btw, me on the left.
>>642051>Man, you're just ignoring me, aren't yaNot op. Nobody is ignoring you. It is a slow board. Relax. Also do research into giving constructive criticism. It you can't point out the problem, don't raise the problem at all. Otherwise you sound like an ignorant prick who points fingers at others while having shit to show for it.
>>642052Ah, forgive me. You definitely started those traps too high up the neck though, from what I've seen engineers have pretty regular neck anatomy.>>642053>stylizationNot to hate, seriously, but ugh, not really a valid excuse. I'm not pointing any fingers here, 'specially not at you, just dislike it whenever an artist excuses some mistake by saying "oh, it's stylised!"Fair fair, though, I get that everyone has different preferences, and from the reference material you've posted I see that isn't really a normal sports bra either. I'm just saying those wrinkles look pretty unnatural, even as thin ones.>>642058>It is a slow boardYeah, don't have to tell me. I've been the one keeping our generals refreshed after all. It'd be weird if I didn't. I used "ignoring" because it's my third post telling him about the wrinkles. And I'm fairly sure I've given a decent amount of detail in my criticism, no? Though I'll admit the first two could have used more elaboration.
>>642059No problem. Sometimes it takes a while to get the kinks out of a relationship, but remember that giving and receiving is always a relationship. That applies to critiques too. You are helping the person grow and flourish if you make him understand your critique as well as you are putting him down and making him question his work if your criticism fails to resonate with that person.What you did with these replies is exactly how we should talk. Keep the board alive.
>>642061Heh, you speak like you're trying to help a couple fallen out of love. I definitely agree with what you've said and I do try to make sure what I put forth is understandable. In fact, I have a fairly notorious habit of writing complete essays as critiques (if you're able to follow my typing style, you'll note that quite a few very long posts have been by me). Been trying to kick that, since I know people don't really like being talked to like that too much. But I appreciate knowing it can properly help.>Keep the board alive.Tryin' my best.
is it me or is the user base dropping?, use to see a lot more anons posting.
>>642073more wips hopefully i'll finish one of these.
>>642056Read then watch the anime. Both are great.
>>642073Twitter and tumblr have sucked all the oxygen out of independent art communities.
>>642005Go for it anonPost a link when you're done
here's an animation im working on. Trying to get good at doing faces. Not my model.Mind giving me criticism and advice?https://streamable.com/vjvff
Javelin pose set. Modeling/detailing of it is mostly done, except for having to rework on the hair to fit the pose better.Also, started doing some tests on sketchfab.https://twitter.com/TheGoldenSmurf/status/1041059182911336450
Which one do you prefer? I was really worried about a lack of color variations so I quickly tried out a different look.
>>642158Well, wrong image, I wanted to post a side by side one, but nvm - this is the original version.
>>642158This one's definitely better.
>>642160Thanks, I really need some other opinions, I can't tell anymore. My feeling about it changes 15 times per minute lol. Yeah, it's clearer when not everything is brown. The only thing is that I kinda wanted to go with an old, poor and simplistic store, and when it has colorful walls, I feel like it doesn't fit well with that aesthetic.Do you think I could make it more interesting in a different way, where I keep the raw wooden materials?
>>642161Side by side, with a third variation on the right. Hmmmm...
>>642158>>642159Both, my dude. The store looks old and run down, the paint shouldn't have 100% coverage. Use a grayscale noise texture (or hand paint something) where black = exposed wood like in >>642159 and white = painted like in >>642158. Then you can use a color ramp or adjust the contrast of the image to determine how much paint is worn off.Pic related is a quick example I made of what you could do with such a method.
>>642166Another example with better paint coverage. You could invert the coverage simply by inverting the grey scale. If you're using blender, I could post the node setup.
>>642167Alright, one final example. Just thought of this. Here, I'm using a grey scale version of my wood texture to determine the amount of paint coverage. This probably produces the most realistic result, as it means the paint wears with the grain of the wood. You might notice more tiling this way. However, you can probably counteract that (and add more realism) by combing the grey scale version of your texture with a noise texture for additional variety in wear. I didn't do that in this picture, but it's a thought.
>>642166>>642167>>642168Yep, thanks, I agree. I made those wooden planks in Substance Designer and I can probably even make it adjustable in Unreal, I just need to learn how to do it since I'm completely new to SD. I'm rendering this in UE4, so no need for the node setup though. Or I can even make a second version where some planks are also missing and then vertex paint it.
>>642170Happy to help. The scene looks pretty good so far. The lighting feels a little off, though. I think the shadows are little too pronounced given how cloudy it is.
>>642172Yep, I'm trying to fix the lighting as well.I might try going with a saturated, sunny goldish filter as well. Honestly, I feel like it would be more eye-catching that way, but the "backstory" I had would be then completely lost. But I want to nail the gloomy rainy mood first. I have these blood stains that dissappear in the rain, a broken window on the right, and the door should be slightly open, like there was someone who entered the building, a shootout happened and somebody escaped while heavily bleeding. That was supposed to be the "story" of it, but I'll see how it'll end up. Currently looks like this, I think I'm liking it now, but my eyes are not objective anymore and it's late night haha.
Just doing some more face practice. I think about a few faces per day should be ok. I should get to other bodyparts soon.
>>641708Have always liked the subterranean, industrial feel of DooM 3, so that's what inspired this. Not sure if I'll continue with it, but it as fun to make. It reminded me of how fun making awful DooM 3 maps with GTK Radiant was.
Some more. It is fun doing sketches like this on the go. Mind just going with it.
>>642201And another render.
>>642201>>642203How do I get up on that platform?
>>642204By coming in through the door, lol. >>642201 is what you see coming through that doorway. I also plan on adding a ladder where the gap in the railing is.
>>641708How do I prevent my verts to become all unaligned and ugly like pic related? Do I just have to be more careful? Is it just something that gets better the more verts I add? Is it less of a problem than I'm making out to be, because this shit triggers my OCD like nobody's business.Any tips?Thanks in advance.
>>642239The real question is why do you do this in maya and how do you do this.
https://www.youtube.com/watch?v=fZCOwFtlbIAMaking gon from hunter x hunter. Best example of what i'm aiming for is this clip.
>>642277ANY crit would help. The anatomy is probably pretty bad and i've still got the lower arms/hands to do. Plus work on the face. Be nit picky. Anything will help :)
>>642277Plus the legs feel super under developed in comparison to the rest of the body. any body got any suggestions for the legs too.
>>642239what are you even asking? you are the one who makes and moves the verts. If you don't like it just move them to where you like it. This is what modeling is. If you don't like the way something looks with fewer verts, adding more will only make things more unmanageable. fix your issues before adding more edge loops
>>642239Be more careful. Move them into place before you add any more detail. That's just what modelling is.
New version of the front wall! Baking problem on top makes me wanna cry, but such is life.
everyone here is so good it makes me want to get better. Working on this animu girl let me know what I can do better on
>>642270What's the alternative then? I don't get it.>>642281The question isn't hard to understand, in my opinion, what's the problem?Also, things do seem to become cleaner the more geometry I have to smooth things out. The thing I'm having trouble with is describing complex curves as best as possible with only a few quads in a clean way, but I guess that's just not a thing. I am taking ages to make this, though, so not sure.Why are you being so hostile, by the way?
>>642298The alternative is zbrush. Nobody box models from scratch characters anymore. You can of course, but this is really redundant. I still don't get your question. If you have hard time defining shapes, start from easier ones, look at other's models, look at real life references. Nobody is being hostile, you don't just don't ask simple and understandable questions.
>>642299>The alternative is zbrush.Nigga, I'm learning how to model, I've been doing this for 2 days and everyone says modeling is essential even if you plan on sculpting because of retopology.>If you have hard time defining shapes, start from easier ones, look at other's models, look at real life references. How would looking at finished models help me decide the shape of my own primitive body parts?>Nobody is being hostile, you don't just don't ask simple and understandable questions.I literally simply asked for tips on keeping vertex flow organized, how is that hard to understand?
No real work other then setting up a character light rig, downloaded RapidRid from CG peers and went through a tutorial.https://www.cgpeers.com/torrents.php?searchstr=rapid+righttps://www.youtube.com/watch?v=sX_iUaE70iQIf you want me to get you a copy off of CGpeers just tell me were to upload it for you.
>>642303why's she all cut apart
>>642304proxy rig from the looks of it. Needs to fix the mouth edges....
>>642300>How would looking at finished models help me decide the shape of my own primitive body parts?You can follow tutorials focused on box modeling body parts. You´ll learn how to create adequate topology for all sorts of forms.
>>642303Very cute and appealing. I like how you stylized her.
>>642156Congrats on the retweet from the man himself
working on a sexy character
>>642286Shit, what’s your workflow? Looks phenomenal.
>>642312holy shit that looks good.
>>642313reminds me of Aerith form FFVII
Fairly new to this stuff. Going through the texture right now. Any glaring mistakes in the mesh or the texture layout i should be aware of?
>>641929Are you proud of me now sempai?
I don't know how to fix this nose. So many triangles I don't know how, and if I should get rid of. I don't care about lighting errors because I intend to hand paint it, but I don't want to have bad deformations.
>>642333Make the bottom pair of testis boobs and you've got me
>>642298your op was talking about unaligned and ugly verts. this doesn't make sense because nothing makes those verts except you. if they are unaligned, the solution is simply to align them. and aligned relative to what? adding more edge loops to make it smoother is a natural step in the modelling workflow, but will only create problems later on if you don't have your basic edgeflow correct(which is what I'm guessing you mean by unaligned?).>hostilethat was hostile to you? do you have wet paper skin?
>>642333Hot. Combine the two and give us a dickgirl already.
>>642277I'd probably pull his nose out a little more, add some definition to his forearm muscles and detail his boots more.In the second example, where he has his shirt off, his shorts look weirdly thick. Maybe widen his waist just a little to help reduce that.Looks good though
>>642344I have not used rapidrig for a model yet. Will be using it for the next project. Just trying to streamline my process.This Xmes I will learn Zbrush so I can model better/faster.
>>642303did you download the 1.6 version or is there the 2.0.1 around?
>>642303>>642303hey, )) glad to see your character finalising )))BTW is rapidrig any better than AdvancedSkelleton? I've used AS(and suggested it to you at some point) and I really think it's awesome. also they released new version just now.
>>642315Thanks! I use Blender, Zbrush, Substance Painter and Designer, and I'm rendering it in UE4. Those blue planks are the only material created in Substance Designer for now, since I just started learning it, and they are displaced with parallax occlusion mapping. A bunch of decals for the dirt, blood etc., a bit of exponential fog and post-processing, which is very important. Don't know what else to say, I can answer if anybody has some specific question. Basically I made a 180 turn from washed out, rainy scene with an all brown monochrome small store to this and I think I made the right choice. If it was a full town, then ofc, some buildings will be bigger and richer, while the others will be simplistic, but since this is one is the sole focus, I feel it's better to actually make it more detailed and colorful. Provides more interest and space for artistic expression I guess. I just want to keep everything toned down and natural, nothing too saturated and bright.
>>642328Looks like you've got pretty even density through out the leg. Model looks really good, too. Great job, dude.
>>642300dude drop it and go watch some sculpting tutorials. then you can learn to retopologize which is way easier than what you're trying to do.
>>642339Are you the guy doing box modelling? I'm >>642352. I am doing a series of tutorials and will keep it pretty simple. Just my workflow. You should really try sculpting in blender or zbrush for organics.
>>642388>sculpting in blender> I am doing a series of tutorials
>>642388>Are you the guy doing box modelling?Well I'm not The guy. It's my first time posting this here.I've sculpted in 3d coat before, but I can never get the surfaces to look as clean polished as I want them to be. I'm trying something different this time. My plan is to bake normal maps from high subdivision of subsurface modifier.I am probably still going to sculpt the body, but the only way I can think of working around my lack of ability of getting clean surfaces is to maybe just deforming primitives, and staying far away from any type of brushes.
>>642392Nope. I sculpt in zbrush. I use blender for rigging and animation as well as scenery. I proposed he uses blender as an alternative to zbrush.The tut is about 26mins but I have to edit it. First time doing it.
Another update. Trying to find a better font for the signs.
>>642407Why not hand paint it? It's not like they had printed signs in wild west.>>642405so is it gonna be zbrush oriented, anatomy, your workflow overview?
>>642410I know, guess I will have to do that since every font I found is horrible.
lord sama bryce kun is in the house. gonna handpaint everything. just gotta finish the AK47 and the feet and legs then I'll render in marmoset.
>>642405Those who cant do, teach.
>>642410Mostly faces. I might even do a series of speed modelling vids. I have to set up audio for later vids because I have a malfunctioning mic. I will probably do a lot of these just to explore and advance my skill and help you guys get started. It is kind of like - is you see someone suck, you will be more eager to do it, thinking you couldn't suck more than that person.
>>642413it maybe from that angle and because of latissimus dorsi, but is seems like he is arching his back. Other than that, I really like it. I dig that body type.
>>642410There will also be a facial topology vid soon and texturing in zbrush.
>>642341>>642349THIS ONES FOR YOU /3D/ADS
>>642407/gd/ here, look for a slab-serif font. Rockwell or something. Or just handpaint it like another anon said. Things that big wouldn't have specific fonts because of the size. Just try to make it bold and chunky.Take a look at old handbills for an example of what style fonts are used. Might help later on.
>>642359 Rapidrig 2.2.5 Haven't tried it on a model yet but the script runs without error.>>642360I tried another script, I think it was advance skeleton. Couldn't get it to work. Yeah I remember you telling me so I wont eat up so much time rigging the old fashion way.
too many dicks on this board
>>642445Tell that to the seminal specter
The speed modelling vid is up at - https://www.youtube.com/watch?v=9UMbQjPybSg. There is a lot more to come just on this face but I will be dong other faces too now that I know how to make vids.
Feedback on the shape? Ignore the tri smoothing on the legs and neck.
>>642464she seems too stretched, especially the torso. might be the perspective Lack of any hints of ribcage doesn't help
>>642465I based it off the proportions of the clothed model so perhaps I need to shift the chest down some more. I'll try defining her ribcage too.
>>642339So the nose is a BIG part of the design, but I'm still not sure about it. What do you anons think?
Working on the texturing, lighting, rendering (on UE4).
I finally finished my first practice project (took me 18 days from scratch)how did I do overall/what are glaring problems I need to practice. I think gesture in 3d is a big one.
Finalized the design and UVsOnto the high poly
I think I'm finally starting to get good at making aircraft. Did this in a couple hours. Suggestions on how to do panel lines are welcome. Do I actually have to build my topology around every individual panel, or is there some other way I can make accurate panel lines?
>>642534Another picture. Suggestions on how to make accurate lines of rivets are also welcome. I feel like once I get panel lines and rivets down the aircraft will really start to look a lot more realistic.
>>642535https://www.artstation.com/artwork/Bl9vkHere you go.That's nice actually, good job. Try doing rivets by extruding vertices along an edge. I dunno if this is a thing in the software you're using, but in 3dsmax it is and it does wonders sometimes.
Here is a better version of the face detailing. I did it on two layers. One for pores and stubble while the other for basic wrinkle and facial aging deformations.
>>642536I'm using blender, but regardless, this guide is super helpful. Really great stuff. Did you make it?Also, I was experimenting with ways of doing panels non-destructively using modifiers in Blender. Basically what I did was:1.Duplicate my mesh and cut it up into panels2.Use a shrink-wrap modifier to make it "stick" to the surface of the aircraft3.That mesh gets extruded with a modifier4.Smooth to make the panels contract very slightly and reveal the gaps between them.The nice thing about this is that its slightly less dependent on topology quality, and is insanely easy to change at any time. You can see the results in pic related. I've exaggerated the lines slightly to make them a little more visible.
>>642548Also, you can make the plane look retarded.
I'm going to add the rest of the hair later. I changed the eyes for spheres with a lattice. It's my first time trying out that technique, and I regret not doing it earlier. I especially recommend using it for cartoon, anime characters with flat eyes.I added extra loop to eyelashes to curl them up even more, but is it better than just using quads with alpha mask instead?As you can see I also have a lighting problem in the top eyelash, probably due to too many edges connecting to one vertex.
>>642550Is it supposed to be Ty Lee?You're not too far off. The nose isn't as wide as what you have now though. Make it less wide and you should be good.
>>642566Yeah, I think she is more recognizable now with the hair.She has probably the widest nose out of all tla girls, and it becomes more rounded in last season. It's hard for me to judge it thou, I'm going to try tone it down. Thanks for your feedback.Since their faces are cartoony, there are only few features that I need to get right to have them look like the original designs. For Ty Lee it's her big eyes, rounded face, and wide, round nose. It's funny because all those features are in kids, which makes it hard for me to see the difference between her face from the series, and her younger self from flashback.I would like to make the flashback version too, probably as a blend shape, but I don't know what I would need to change.Anyway, I am finishing her hair, but I ran into problem >>642565
>>642569I solved itx-mirror was on
There is always one more vertex you can always tweak, but I think I am done with the head. I made few adjustments, so I hope the nose looks better now. The ponytail is separate from the head. I wasn't sure if I should keep it all straight, or bend it in the direction it's mostly going to be hanging.Next weekend I may either reuse a body mesh from previous project, and adjust it, or sculpt a new one.I look forward to making clothes as well (starting with bikini ad spats dress), because I never made any clothes (I tend to abandon my projects)
>>642580shes a little ugly right now but if you give her some really nice flat shaded textures she could be hot
>>642532High Poly Progress
>>642581What's ugly about the shadeless model? I know textures can change a lot, but I would like to get the most out of the mesh.
>>642583His back is kinda boring. You have these tentacles coming out, but there are no hole for them to come out off, no cracks, it's empty.
>>642156>>642312Gratz OPM anon
>>642481I think the pose lacks movement, there is this thing in illustration called "dynamic posing" that helps with the reading of the image and gives personality to the model.My recommendation is that you should study that concept and apply it to your model, there is this book called "dynamic life drawing for animators" it has a lot of examples and it's pretty useful to learn that concept.In general I would say that it looks pretty good anon, keep up the good work
Working on a Diner scene
>>642616thanks for the help anonI read that book once but it kind of confused me (mostly because I was inpatient at that time). I'll try reading it again and googling for more resources>keep up the good workthank you, I wish the best of luck for you too
>>642616Don't promote that shitty book that mentions "Force" every 2 fkn minutes.It's like the author read a book on branding and forgot he's writing for artists, fkn idiot.
>>642710Agreed, artists are retarded little children.
>>642710you should not read it as a novel.. (i know that you know, but still you are underlining feature which does not matter.. ) this books are awesome, I would not reccomend it to absolute beginners tho..
>>642474I think that your material work has improved a lot
Remember that guy who modeled a low-poly bunny girl, last December? Well, that's me. This is pretty much the last time I made a small animation for this model only. I'm thinking about making a "slightly-higher-poly" model of Vivi in the future, along with a different character.In the meantime, here's an image that has a potential use of exploitation.
>>642769In case you're wondering (or not), I was quite busy. The last time I was active into this board was the time I modelled Skarpne, that mayo alien slut-lady for a long 35-min timelapse video modelling her. During that time, I made some small 3D things, most of which were for that PC game, Re-Volt. The most popular model that came to be was when I made some Youtuber's ship for the game as a simple challenge, along with an unrelated track (pic related) which is not yet finished as of September 20th.Wanna tell you a secret? I made two variants for the bunny girl: One from the pic above, and the other without the dress, but with the legs & shoulders remodeled. The latter was used as a reference for my 2D drawings.
>>642473>>642550I was going to say yesterday before I saw that you fixed up the face a bit in the picture with the hair on, you fixed up most of the things that looked off to me except for the edge of the face around the eyes. It bulges out around the eye socket and makes her look like she has a monkey skull. I think it needs to look more concave
>>642849Thanks for your feedback. I worked on the model before going to bed. I see what you are saying and decided that the eyes were too deep in the skull, I hope she doesn't look like a monkey anymore (even thou that wouldn't be out of character).I made other adjustments, mainly to the mouth area, because it really bothered me. I found some images of her wearing lipstick, and that gave me a better idea what shape her lips are.I am going to star working on her body over the weekend, and probably still doing some minor touch ups when anons or I notice something off.
>>642866Yeah that looks much better! the mouth also looks nicer too with that change and I have to say you're taking feedback really well. keep it up and I'm sure this'll look great at the end
>tfw too poor to afford anything>tfw too stupid to pirate shit>tfw too stupid to understand blenderAll I ever wanted was to create and animate thicc Animu waifus getting gang raped by fat guys with monster c*cks. Why can a man not enjoy the simple things in life? Why can I never have the nice things? Why am I a 100 IQ normie retard?
>>642076cool. Cooler than that black n white trash someone keeps spamming.
>>642913because you don't try
How does the face shape look? I'm having a lot of trouble with her when she's shaded.First time box modeling a real person's face, and she's famous, if you can guess who she is.
>>642938Chin and jaw look too narrow and protruding to me but I don't know if you're going off a reference or not. Bridge of the nose seems too shallow as well. So bring the nose forward and chin back
What do you think this is when you first look at it?Just wondering if it's recognizable as what it's supposed to be or if I need to work on the profile and features more.
>>642949Gives me an invader zim impression.
>>642949Kinda looks like those jaw monsters on those deep sea girls from kancolle
>>642953>>642949Wait is it a burger monster with an olive on top?
>>642950>>642953>>642956Thanks for your feedback! Everything helps!
>>642938>>642948It's a famous person so with a plastic surgery ladened face you never know.
>>642960>>642938>>642948It's supposed to be Nicki Minaj, but it doesn't look quite right, and I'm not sure if it's just because of the way her makeup is done.
>>642949Looks like some kind of mimic to me.Currently working on a Facehugger from Alien. Tail is done, body is mostly done. Just gotta do the legs and vagina mouth then I can retopo for baking and texturing.
>>642967>Looks like some kind of mimic to me.Great, thanks for you feedback!Also, that facehugger looks legitimately disgusting and as I remember them from the films (sans legs and some stuff). Good job. Is it for a project or just practice?
Been working on some pyro and shading stuff
>>642949some kind of chest with cartoony human teeth. shading looks cool, but you can do better I'm sure ;) outlines ar too thick and agressive' and too black
>>642979Thanks for your feedback.Outlines look better in motion than they do in a screenshot, fwiw.
>>642961I know how people look on NM, "trash, hoe, etc.." lol. and they always overlook how fucking awesomely her music videos are done! I mean not because "butts" or "THICC", but how colors are picked and mixed with each other, how awesome is the composition of it all, pacing, post, editing, etc... is always done on very cool and high level way. I'm not her fan or anything btw, I have not even listened her on my own, like ever.. everything that aside.. jeeez her face looks like trashcan... at least in this photo.. if you scratch her face, you'll scrape of 200-300 g of makeup, with just one swipe..
>>642977The right one looks pretty rad.
>>642997This is why animu designs generally don't work in 3D.
>>643002Sounds more like you don't have the required taste to like it in the first place.
WIP hand design of hers >>
>>643015I think I'm overdesigning it , but I also think it looks cool ... Arm is her [pic related]
>>642997that armor is a mess.. it looks like childs scribbles,
>>643017That’s some extra retarded comparison.
>>643018just look at it.. are you blind?
I'm reaching a point where it seems like there was not much done since the last update, but it's just because I'm working on details and tiny props. Thanks for the font recs btw. I went with both handpainted and slab-serif for the General Store sign.Not used to the scenes with this amount of assets, feels like I've been grinding for months haha.
>>643020It would look find in a video game. your autisim is keeping you from completing anything because it all has to be "just right".
the wires>>643021this looks very, very cool. glad to see good envo artist, which is rarity here ))
>>642977what renderer is that?
>>643024Ha, thanks man. I can honestly say the same about you. I love your characters and the amount of detailing.
>>643021Is that even 3D?wires man, need proof.
>>643022>It would look find in a video gamemaybe in oblivion fan mod>your autisim is keeping you from completing anything because it all has to be "just right".what? where the did you even get that? I'm not putting out model after model beause I work. and my work is also on creative side, I can not come from work and do 3d after that. + social life.. your assumptions are retarded really.. show me a game character with this kind of mess on it.. >>643020
>>643032> + social lifeYou sound like a massive projecting loser. But let’s see what your "creative side" can do.
>>643031Here it is in a detail lighting view. I really like this view mode.
>>643036hahaha you forgot to guess how mych my mother weights tho.chill dude, I just said that armor on the fanart you've done sucks (it does, it has seams all over it, it is baked poorly, it is sculpted poorly, etc..) and you started analysing my life, which you can continue if you really want.
>>643039> and you started analysing my lifeNo, you’re the one who started boasting about having a "social life".
>>643014Bro I can enjoy anything if it is done in tasteful way, even %currentYear% """art""". You can be good at modelling stuff, but if you can't redesign something to both work in 3D space and still be tasteful that's only your fault.
>>643021The mud repeats/tiles pretty clearly.Looks cool though.
>>643045Thanks, yep, you're right. I'm saving the ground and the background/sky for last, haven't worked on them at all yet.
hand study before sculpting.
>>643080base mesh complete gotta learn UV unwrapping in Max. I only know how to in Blender, but want to learn Max too.
>>643081AKM all modeled except bolts. Gonna unwrap it, and then texture it in Substance. Time to pirate a tutorial on substance :^)
I've jumped on the meme train.
>>643081Hey! What do you think about my asian lady?
I'm getting the "shitty animu/mmd body" vibes from this now. I'm not sure if that means I am on the right track given the look of the character, but that body sure doesn't look like hers at this stage.Looking at the references, I see I need to make her waist even thinner, but I'm not sure how I feel about that. Is her belly button too high, or waist too low?>>642877Thank you, I need to get the most out of all the feedback I get. I understand I am not experienced enough, and different people are able to spot different things, so I find threads like this a huge help.
>>643042I’m curious at how you would redesign it to become "tasteful".
>>643102I'm getting a really strong Flashgitz animation vibe from this
/3/ without bryce-kun's stalker is weird.
>>643102break everything into its most simplistic forms.
>>643104I'm no expert but I think her ribcage/uper torso needs to be longer, or maybe it's just her chest size making that area look too small.
This is what I got now. I decided to go with a different matcap. I am not sure what matcap is best used for showing models here.I decided to get rid of the modeled bellybutton, I am just going to paint it later.>>643111Yes, that could be the case. I am reusing a base mesh I made some time ago. I was made for really short characters with small chests and exaggerated butts. I think I am done reproportioning for the most part. I'm going to wait and see if anyone posts something I should change
Here's a weeb trash head I've made, I'm trying to figure out how I'll make the eyelids open with either blend shapes, joints or both
>>642286Where do you get your textures?
>>643115This is some great weeb trash m8.
>>643118Thanks!>>643116I made all the textures with Substance Painter and Substance Designer. Mostly SP, though. Only decals are from textures.com.
>>643106ah. Now, I'll devote more modelling time to watching toons.>>643108Like cubic and round? Do you have any tutorial?
Belt Harness brushes I generated D: should I start selling them?
>>643140yup. I'm broke so you can give me 4chan discount maybe?
Some more. Made her a bit younger.
>>641839Titus, the breast god.
>>642277I want to suck his dick.
here are some more >>643141)) for sure. I'll post it here for free.. with request that you guys won't share itbut not before I'll put it on store sites..
>>643168GREAT! I will also retopo the heads I do once I am done and load them up too.
Starting to flesh things out.
>>643190Is this a dwarf because if it's not a dwarf the proportions of the arms are off. When the arms hang at the side the elbow falls roughly where the navel is.
>>643190cute, i am making eye lashes
WIP Vietnamese marineTrying to get used to sculpting in Blender.
>>643168You can defintely put that shit on gumroad, I don't use zbrush, but it looks dope enought that it will definitely make some profit
Tried out some blendshapes with the eyelashes to see if it looks ok, I think adding this to the eyelids being attached to joints could work
>>643218plus points for using Maya.
>>643218negative points for using Maya.negative points for anime.
hey guys my buddy asked me to make a 3d model recently. he wants me to make a base for this statue he is 3d printing. I subdivided the base 4 times so the edges are as smooth as I can get them. The file size seems pretty high for such a simple shape (20M). I tried decimating it but I don't like the results I got. I decided to dissolve all the vertices on the same face but this caused N-gons to form. I was wondering if N-gons on a 3D printed model is fine.
>>643225Would you rather I use blender?I only started using it yesterday but I'm learning to use it too
>>643170you know what you should do with heads besides that, you should create VDM brushes with them. btw, which brushes are you using during sculptinc process? >>643216tnx, and this is some portion of it all. i also have shitton of chains, ropes, etc all with variations. oh and the best thing is, that all this brushes have UVs. if ,you,ll use many repeating parts like buttons or spikes, they'll have unraped uvs on same place. same goes with belts and harnesses, all variations go with each other and uvs are also connected>>643225>negative pointswhy? which one is better 3d softwere than Maya? I mean as general tool? also if you know coding even on basic level, it becames even bettter.. and if you are fucking 3d artist you must learn shit like that>>643226ngons are fine during 3d printing. also decimate with more density. it
>>643206very, very cool choice of concept art !! huge bonus for that )) but your model has some problems, first ones are, his hands and feet are tooooooo tiny, especially feet. he is wearing boots inside that waterproof pants, enlarge feet much more.that pants and shoes should be one piece. otherwitse it defeats it's purpose. you can see it on concept that it's one full piece.
>>643229Use what you think is easier dude, don't listen to fags
>>643238I know, they're all just tools to use at the end of the day
>>643239Did you sculpt and retopo or did you modeled the mesh directly (oldschool)?
>>643229>>643232>why? which one is better 3d softwere than Maya?CINEMA4D
>>643244respect my man. Not many people here have the skill, patience and will for doing that.
>>643232>which brushes are you using during sculptinc processCheck my video - https://wwwDOTyoutube.com/watch?v=9UMbQjPybSgI will do more of these soon. I use STANDARD to get out some forms, a lot of MOVE tool, somebody in here has pointed me to the magic of the SLASH brush and I also use CLAY TUBES and BUILD to get the forms.I like using the STANDARD to dig into the forms. MOVE and STANDARD remind me how I do IRL sculpting.
This is the closest thing to a general thread on the front page so I'm going to use it to vent. Again.Quixel Suite; I fucking HATE you. Seriously. You are the shittiest, most buggy, poorly designed, inconsistent piece of shitbox fuckware I have, ever - EVER - used. I have a 1080ti, a 10c i9, 48gb RAM, 1tb m.2 PCIE storage and you STILL run like a fucking DOG.God fucking dammit if it weren't for the quality of results I eventually get out of QS and the fact that I actually *paid for this shit* there is no fucking way I would continue to use it. But I keep coming back like an abused wife.Oh... and if you're wondering why Quixel is just such a fucking weird, all-over-the-place kind of company that comes up with insane/bad ideas that are poorly implemented - here's why:https://www.youtube.com/watch?v=2QvLoIzGJxcThat really is the fucking CEO. He's like, 13 or something. And I give him money on a monthly basis.What the fuck.
>>643251Rip all the Quixel maps from the program and put them into Substance Painter, then use that. Its a painful process, but you only have to do it once and then you're free.
>>643245t. guy who only creates flying logos and never did any serious character animation
>>643245why? Because it is super easy and has prettier buttons?(i kinda think that's your main reason) i really like c4d-s UI it's awesome, and I like C4d in general, I started with it. But it is not general 3d software. Just having features does not mean that they work well.C4d is specialised software for graphic design. It has shitton of awesome shit. But still it is specialized software. It's stupid to compare it and maya.. maya iS the fullest package in 3d, which has the most working tools. (As I said) I fucking like c4d tho.
>>643256h and BTW maya MASH becomes freacking powerful shit as graphic design goes.. I'm gonna delve in it, but I don't think it will come closer to c4d stuff, especially it's After Effects intergration..
Playing around with some matcaps I found in the zbrush repository on zbrushcentral. Looks fun.
>>643190Shiiiiiit I remember this one, I think I saw it a few years back, or maybe a year I dunno.You're still working on it?
>>643236>tiny hands and feetYeah, now that you mention it, I see it. Luckily they're separate parts, so they'll be easy to upscale.>pants and shoes should be connectedYes, ran into some trouble first time I modeled the bottom, so I took some artistic liberties. Should probably make them merge more closely, though.Thanks for feedback!
>>642913>weeb>self-censors the word 'cocks'>can't into piracy>aspires to be a blendletwhy even try anon
>>643229I gave the anime trash a rest tonight to try out Blenders sculpting a bit, It's pretty fun.
Are there any professionals here?Or is it just a place for weebs\3d wannabe experts\I'm learning this new x software ?I see a lot of weeb related 3d stuff, pretty much useless and never seen a single big completed project on here? Is it just a place to laugh at 3d noobs ?
>>643394what do you define a big completed project? Professionals get payed to do projects, so why the fuck would they post them here? There are tons of completed models and such, but nobody wants to make a feature length film as fucking hobby project
>>643394No professionals. It's a place to laugh at 3D noobs like yourself.
>>643446Noobs laughing at noobs, to be more precise. It's quite adorable.t. Noob.
>>643394Depends on what you call a professional.
>>643200Yeah, fixed the arms lenght.>>643293More like I’m redoing the model from scratch. The first one was litterally my first female model and I also updated the character design itself. The original is still on sketchfab.https://sketchfab.com/models/500e9610615c4a2aa68e4e381731e836Ideally I'll also try to do a v2 of the whole video project the model was part of.https://youtu.be/ountSH1rCU0
learning autocad for school (surveyor)modeling my apartment atm.
>>643471Could you distort perspective even more? Why render from knee-height view?
>>643471Dwarfs in Noiseland: A Autocad Tale
>>643480I used a 14mm lens that I typically use when shooting interiors. Height was just to emphasize the props. Why does it matter? In photography it's common to use wide lenses In tight spaces to make it look larger.
>>642158the cold version but add a warm light inside
>>643291good blockoutshitty material
>>643486was only a matter of timeyou need to clean up some of that facefirst lower the entire face down in the head, top of your head is too small so lift it updound up that nose eyebrows connection, its the only sharp angle in your face and dosnt match the style, push sides of cheeks a bit forward, you almost have none for a woman this big, should be round shapes everywhere same goes for face, lowering the entire face should help you fix that chin
>>643386not bad, how well does it run compared to zbrush?i only used modo sculpting and it was too slow to do much outside of basic blockoutsmaybe i will try newer blender version and see if its better than before
>>643524>how well does it run compared to zbrush?Sorry I wouldn't be able to tell you, I haven't really given Zbrush a proper go because I struggled with its UI But Blender sculpting lacks a lot of functionality that Zbrush has like Polygroups and sculpt layers. Despite that blender seems to work ok
>>643524compared to Zbrush it will be bad.. i have not tested it, but technically it will be very, very hard for blender to handle same amounts of polys as Zbrush does. Polygroups, Masking, Layers, IMMs, Deformers, Dynamesh, ZREMESHER, etc.. (maybe some of these features are in there, but I don't think that it'll work with the same efficiency)and most inportantly Brush collection
Attempting to make a Flanker. This is my best attempt so far, so I'm on cloud nine atm, but I'm going to restart. I've learned a lot and I want to do the topology differently, and I think the model will be better because of it. Pic related is a quick render I set up for it. It unfinished, obviously, hence the somewhat awkward framing. Overall, I am pretty happy with how the image turned out. Can't wait to have an even better model.
>>643532Sukhoi replication facility wire frame render and project theme:https://www.youtube.com/watch?v=B5Js_nL0aXI
>>643016Design is fine, but she's ugly as hell and not sexy at all, that's the problem
>>643533When i did my early aircrafts a method i tried which was useful was building sections/ pieces then doing a retop to combine into a 1 piece shell.It was helpful as i only had to build certain cut sections accurately at first vs the while body.
>>643547That's something that I will have to look into. Thanks!
>>641708MMmmmm, son. She's almost ready to be slid into unity or Unreal with Humanoid rig. Lemme know if you want her. Just gotta fix her damn shoulders.
>>643546I kind agree hat she's not pretty, she was more pretty at some point but then I changed her up, I'm gonna work on the face, before I finnish her. btw I'm not going for "cute" or "curvy" side, if that's your definition of "sexy"
>>643291Looks like that black dude from Gladiator.
>>643486should be red haired, with greenish skin, and red eyes. thickness is on point
>>643486Looks like two of my english teachers did a fusion. My god I hate this meme, now.
>>643563You gotta fix everything bro, this is not Ruby.
>>643486eww fokin gross m8
>>643563>I glued Ruby's head onto a bimbo body>Heres my patreon
gais, it's skuddbutt's version of a Ruby Cuckporn by JLullaby, who Parodies RWBY. I couldn't sell this shit even if I wanted to. And yes I agree, it's a shitty model. But some people may want it in their vrchat or to make pron games so.
>>643589Its shit source material than resulted in a shit final product.
>>643589Is the guy a midget? Also the skin looks like plastic.
>>643590>>643591Unity makes you assign new mats anyways, I'm using blender render.
It looks like a normal female now. Yay!
>>643592>implying the problem is the material
Got a bit more work on my donut last night. Then I spent a while playing around with some rendering stuff like vilumetrics and shaders.I don't really know what I'm doing
>>643605meh, you got some things better, like the shape under the eyes, but some like the nose now got too wideStill overall ace proportions got better
>>643531>Polygroups, Masking, Layers, IMMs, Deformers, Dynamesh, ZREMESHERBlender has all of those. Dynamic sculpting actually came to Blender before Zbrush. Pixologic bought Sculptris to kill the dynamic sculpting competition, but didn't actually bother implementing it before Blender became a competitor.That said, Blender doesn't handle as many polygons as Zbrush, sadly. A couple of million polys is fine, though.
>>643883>didn't actually bother implementing it before Blender became a competitor
>>641903swear to god dude i need to follow you.love your work
Procedural apfel texture, made 100%$ in maya